Isenjyr

Hyggiandiáðr or Blár'Kaldfeðgar (Baal'Kargath), "the Dark Coldfather"
Brúðroðr or Yshtra, The Bright.

Ellstræsir
These are the children of Hyggiandiáðr and Brúðroðr and live in…
Regdin (Loran), the ruler
Aeja (Naeja), the life-bringer. Also called Kæleen, the fair lady.
Elgar, the old fang. Also called Tarag'Thuul, the undoer. The father of the þyrs
Isati, Destiny (Past, Birth), one of the three Klokone'
Hedæra (Hedera), Fate, Death (Future, Death), one of the three Klokone'
Vigna, Volition/Self-Determination, Hope, Ambition, Desire (Present), one of the three Klokone'

Ellriæsir
These are the children of Regdin and Aeja and each reside in a realm of their own making.
Álfmóðir(Gelthena), the Elf Mother
Glóivinr (Orywn), the Glittering Friend
Meginformaðr (Magmodin), the Mighty War-Chief
Valdan (Vald), the Powerful Son

Ungræsir
These are the children of the Ellstræsir and the Ellriæsir. The first of their blood were somewhat divine in power but that has diminished with each generation.

The Valdar are the children of Isati, Goddess of Destiny, and Valdan, Father of the Valdar. Only the Ädel Valdar still hold some of their divinity.
The Elakyr are the children of Hedæra, Goddess of Fate, and Regdin, the ruler. Only a few remain today, but they all have divine power.

THE ISENJYR
The Isenjyr are of the races of the Valdar and Elakyr but partook of the blood of Isen and became god like. They lived among the Valdar in Valderheim for a long age, but now they reside in Isengar, a frozen hall that is the only gateway to the to the realm of Nordilheim. Here they protect [[[

Eyvindir Skyblade, The Guiding Star (Valdar)
Tharagrim Skyblade, Defender of the Valdar (Valdar)
Bergdis Deathguide, Guardian of the Dead (Valdar)
Hersir Stormcaster, Bringer of Tempests (Valdar)
Aedstrid Goldenhair, The Shield Maiden (Elakyr)
Bjormund Fellspear, Warden of the Woods (Elakyr)
Ebenskald Longstrider, The Lone Walker (Valdar)
Isrod Sunchaser, The Light Bringer (Elkayr)
Jammer Hammerhand, The Iron Forger (Valdar)
Jeron Bloodsword, The Giant Slayer (Valdar)
Lutherik Lightthief, The Light Thief (Valdar)

THE ÄDEL VALDAR
Ballar, the Beautiful (Son of Lutherik Lightthief)
Shalok Orcslayer, The Destroyer
Shandell Redtooth, Thegn of Thegns

__The Universe
Myrkrhimin The vast darkness above was shattered and what remains is Myrkrheim, the realm of darkness.
Isenjörð: The Icy Earth before it was freed by the Áðreldr, the first flame, and exposed Nýrjörðheim, which is Nýrjörð, the mortal realm.
Askr the great Ash Tree that grows from Nýrjörð, and connects it to Áttaheim, the eight realms.
Áttaheim: the eight realms (Eldrheim, Vindrheim, Isenheim, Mýrrdrheim, Djúprneðanheim, Myrkrheim, Ljósilheim and Nýrjörðheim)

__The Realms
Eldrheim the realm of fire (which borders on the elemental plane of fire)
Vindrheim the realm of air (which borders on the elemental plane of air)
Isenheim the realm of ice (which borders on the elemental plane of ice), in which is Nordilheim.
Mýrrdrheim the realm of water (which borders on the elemental plane of water)
Djúprneðanheim the realm of the deep down earth (which borders on the elemental plane of earth)
Myrkrheim the realm of darkness (which borders on the negative energy plane)
Ljósilheim the realm of light (which borders on the positive energy plane)
Nýrjörðheim the realm of the Valdar Mortal Realm, in which is [[Nýrjörð]]], the mortal realm. Here in is Valderheim. Askr grows from Nýrjörð, and reaches out into the other Áttaheim (whose borders are these other realms).

__Other important realms and places
Nýrjörð: the earth and mountains, valleys and hills of Isenjörð, the icy earth, which was exposed by the heat of Áðreldr, the first flame.
Mýrrskaldr: the cold sea, that was created from the ice melted by the heat of Áðreldr, the first flame.
Djúprneðan vast caverns of Isenjörð, beneath [[Nýrjörð]]], some filled with water and others with fire, which is called The Deep Down, which is the gateway between [Nýrjörðheim and Djúprneðanheim.
Nordilheim: The realm of Isen, the Ice Titan and the Isendar, Ice Giants. Here is also Isengar, the palace of Isen, which is now the domain of the Isenjyr, famous Valdar warriors who defeated them.
Isengar: the fortress of Isen in Nordilheim which is the gateway between Nýrjörðheim and Isenheim
Áldrhǫll: The Flaming Hall , which is the gateway between Nýrjörðheim and Ljósilheim (A.K.A. Heiðrhǫll- the Bright Hall)
Gyldenhǫll - The Golden Hall, in which are both Hoddahǫll and Valhǫll.
Valhǫll: Hall of the Slain, or the Hall of the Valiant Dead, which is in Gyldenhǫll and is the gateway between Nýrjörðheim and Áldrhǫll, and is where all Valdar who die in battle rest in wait of the day they are called back to fight.
Hoddahǫll: The Hall of Gold (A.K.A. Gyldenhǫll- The Golden Hall), which is in Gyldenhǫll and is the gateway between Nýrjörðheim and Áldrhǫll

THE FORE-TIME

In the time before now there was Myrkrhimin, the vast darkness above, and Isenjörð, the icy earth. The darkness was vast and deep and the world was wide and cold and covered in ice.

Then was Hyggiandiáðr, the first thought, who is also called Blár'Kaldfeðgar, the Dark Coldfather. He was cold and alone. Then he saw his reflection in the ice and imagined one like him, and so was Brúðroðr, who is also called Yshtra. And when he saw her he spoke the first word, "Kærr" ("beloved"). His breath became Vindr, the wind, and filled the darkness. She lay with him, and their passion sparked the Áðreldr, the first flame, which rose into the sky and filled the darkness with ljós (light). The heat of the first flame melted the ice where they lay and revealed earth and mountains, valleys and hills, which they called Nýrjörð, the new earth. As the waters flowed away they became a vast dark sea, and they called this Mýrrskaldr, the cold sea. Beneath the earth and sea, they discovered, were vast caverns, some filled with water and others with fire, which they called Djúprneðan, the deep down.

The world was now divided into the Áttaheim, the eight realms:
Eldrheim the realm of fire (which borders on the elemental plane of fire)
Vindrheim the realm of air (which borders on the elemental plane of air)
Isenheim the realm of ice (which borders on the elemental plane of ice), in which is Nordilheim.
Mýrrdrheim the realm of water (which borders on the elemental plane of water)
Djúprneðanheim the realm of the deep down earth (which borders on the elemental plane of earth)
Myrkrheim the realm of darkness (which borders on the negative energy plane)
Ljósilheim the realm of light (which borders on the positive energy plane), and
Nýrjörðheim the realm of the Valdar Mortal Realm (whose borders are these other realms)

Hyggiandiáðr and Brúðroðr lay together and bore the Ellstræsir, the eldest gods. Their father bade them to each create for him something to make their world more beautiful. Their first son harnessed the power of the realms and hammered them into the celestial bodies to fill the darkness with light, the stars, the moons and the spheres. So he was named Regdin, the ruler. The second was their first daughter, who brought life to the world, giving the gifts of nature to her parents. So she was named Aeja, the life-bringer, who was also called Kæleen, the fair lady. Their second son had been bitten by a serpent as a child. The serpent's poisoned fang had remained lodged in his leg and the pain and poison had driven his mind to chaos. Upon being commanded to give a gift by his father, he raged against him. He began to undo the gifts of his siblings, destroying the celestial bodies, eroding them and shattering them, and slaughtering and destroying the flora and fauna, returning them to their base elements. Hence he was named Elgar, the old fang.

(Note: Elgar's story seems to be mingled with the story of Woryk and since Woryk doesn't appear in Valdar myths it is probable that they are seen as one being in their creation story).

So it was that Regdin and Naeja came against Elgar and drove him out of their land. Together they built a great fair place for them and their future children to reside. It was called Vetrgrœnngard, or "The Green Ice Hall" for its walls of ice shone green in the star light. (The moon of Loran?).

At the heart of Nýrjörð Næja/Kæleen caused a great ash tree to rise from the fresh earth, called Askr. Its limbs grew vast and filled the skies, stretching into the darkness. Its roots grew deep and delved into the depths of the earth. Soon the celestial realms were tangled in its branches and the deep realms were bound its roots. So it was that the Tree of Næja/Kæleen bound the universe together. Where its power touched those realms, new life sprung forth and hence were born the the vættr. Where it had sprung forth was sprung the Spring of Life and Destiny.

Elgar wandered long and silent in the dark icy realm until he came to borders of Nýrjörðheim and there he found that the other Áttaheim and he found that spirits of those realms, the vættr, had come to reside there. He asserted his dominance over these spirits.

Elgar ruled over the
Eldrvættr fire spirits of Eldrheim
Vindrvættr air spirits of Vindrheim
Isenvættr ice spirits of Isenheim
Mödvættr earth spirits of Djúprneðanheim, and the
Mýrrvættr water spirits of Mýrrdrheim.

Other spirits had come to be in the other realms as well. The
Myrkrvættr darkness spirits of Myrkrheim
Ljósvættr light spirits of Ljósilheim, and the
Jörðvetter nature spirits of Nýrjörðheim.

Hyggiandiáðr and Brúðroðr lay together again and bore three sisters, the Klokone, each beautiful and wise. The Eldest, Isati foresees the destiny of all things at their moment of birth and so she sits at the head of the Spring of Life where the River of Destiny flows from its origin. The second sister is Hedeara who sees the final fate of every living thing, and so she sits beside Isati and marks each man and woman's fate the moment they are born, including that of the gods. Finally, the youngest sister, Vigna, is capricious and unruly. She cares nothing for order and acts on her own whims. She sees all possibilities, the outcomes of each choice, and so she knows what each man or woman can do through self-determination. She sits upon the river's edge and throws stones in the waters to alter the course of the currents which gives men choices. For it is the power of volition to change destiny and even, possibly, fate. Thus she gives hope to the fated but can rob men of their destiny through unwise choices.

In Vetrgrœnngard, Regdin and Kaeleen bore four children, who are the Ellriæsir: Álfmóðir(Gelthena), the Elf Mother; Glóivinr (Orywn), the Glittering Friend; Meginformaðr (Magmodin), the Mighty War-Chief; and Valdan (Vald), the Powerful Son! For a time they resided together, in the great hall of Regdin and their gifts and talents blessed Vetrgrœnngard. Álfmóðir tended the earth and brought forth wonderful plants which produced food and firewood for the family. Meginformaðr delved the earth and found rich metals which he forged in the fires to make tools and other useful instruments. Glóivinr was a gifted craftsman and made many items of wood, polished stones, and metal, and he learned to capture the power ljós and set it into gemstones to illuminate their fair hall. What more he crafted instruments and created the first music. Valdan was the strongest of them all and helped his father maintain the great ice walls that surrounded their home. He also found that the dark cold and ice did not harm him, so he ranged far afield and explored the other worlds. He brought back many strange and unique things and shared them with his family. And so it was for a time they lived in peace and joy.

Valdan often traveled to Askr and visited the three sisters called the Klokone or "Wise Women". He would ask them each what his future held but Isati would tell her sisters to say nothing to him of his fate and destiny. Valdan was very handsome and both [[[Hedeara]] and Vigna were much enamored with them, but Isati would only smile and ignore his charms. This only piqued his interest more, and so it was often that he returned and sought Isati. He often he sat with Isati and asked her what she saw of the future. She would tell him things in riddles, so he could not understand their meaning. In time she found him to be a man of more than brute strength and handsome features. She knew she was destined to be his bride and in time came to understand why.

Valdan was ranging far one day near the realm of Isenheim and came upon a vast citadel of ice. Much to his surprise he was confronted by men like him but greater in stature and skin of blue and hair of white. They seized him and though he was easily as strong as them there were too many of them for him to resist. They hauled them before their father, who was thrice as tall as any of them and called himself Isen. He asked Valdan to explain himself and why trespassed upon the realms of the giants and came to the gates of Nordilheim. Valdan told him that he did not know there were others here, but that he is the son of Regdin and by rights all realms fall under his father's domain. Isen warned him that he is the son of Elgar who rules the realms of Eldrheim, Vindrheim, Mýrrdrheim, Djúprneðanheim, and Isenheim. He told him to return to Regdin and tell him that he and his sons are forbidden to enter his realm. In anger at this afront, Valdan snatched an axe of ice from the hand of one of Isen's children and smote him. Valdan warned Isen that his father was the rightful ruler and would not abide Elgar's false claims. He rushed form the hall, battling his way through Isen's giants and fled back to Nýrjörðheim.

Hedeara became jealous of the attention Valdan showed her sister, so one day when he came to visit she stopped him as he passed and asked him to sit and share a fish she was cooking. While they ate he asked again about his future, and this time Hedeara caste her stones and told him his fate, "You will be killed by Isen, the Titan, and buried beneath the ice and your children by my sister, Isati, will become like your foe and live in his hall of Nordilheim." Valdan was much troubled by this and decided he needed to go speak with Isati. While following the stream he next came to Vigna who watched him pass with much mischief in her smile. "Why do you smile so?" he asked her. "Because," she answered, "My sister has told you your fate, I see it upon you, and you believe you are bound to it." He shrugged, "She sees the fates of all, why should I be different?" Vigna laughed, "Because you can make your own fate, if you have hope. You make your own choices. I will tell you a choice that can change your fate, but you must promise not to harm me." He furrowed his brow, "Why would I harm you?" She only smiled, "I do not know your reasons, but there will come a day when you will wish to do me harm. Promise you will not." He agreed then that he would not harm her even if she gave him cause to want to, and so she told him where his path could diverge, "If you marry one of my sisters your fate will be as Hedeara says, but if you marry the other you will not die and your children will not live in the halls of your enemy." Valdan was frustrated at this riddle, but he thanked Vigna and traveled on to meet with Isati. He sat beside the eldest and wisest sister and knew that if he asked her what these riddles meant she would not tell him, so instead he decided to ask her about her future. He asked her if she would ever have children. "Yes," she said, "I will have many children and they will have many of their own children and so on, until there are more of them then there are stars in the sky." He then asked, "And where will these children live?" She smiled, "They will not live here, and they will not live within the hall of their father." He was perplexed by this answer. "Will you not answer me a question clearly, he asked?" So, Isati said, "I will answer one question truthfully and clearly, with no riddle, if you ask me to marry you." Valdan thought this a fair agreement, as he had come to love Isati in their time together, and though he feared the fate Hedera had promised he took heart in Vigna's vision of hope. "I agree, my Kærr. Will you marry me and mother my children?" he asked. "I will marry you, Valdan," she replied,"and my children will be your children." He smiled with joy and then asked, "Will our children become like my foe, Isen, and reside in his halls?" She smiled again, "Some of our children will reside in the halls that are now Isen's." He was confused, "You promised to answer my question without riddles." She kissed him and replied, "I did, you asked if I would marry you and have your children, and I said I would." He laughed at her game and realized he would never understand her completely, but decided he loved her anyways.

And so it was that Valdan married Isati and built for her a home near her place at the foot of Askr. There they would have many children, who they called the Valdar. They would be handsome, tall and strong like their father, but wise and keen minded like their mother. They too could resist the powerful cold of the dark icy lands.

THE AGE OF ICE

Long ago there was a war between the Titans, huge beings of incredible strength and power, and the Duervar, short and robust warriors who lived beneath the earth. The Duervar and their gods eventually defeated most of the Titans, but Titan finally raised the strength to challenge the Duervan Empire. This was Olginthoth, Titan Lord of Ice. He created a terrible glacier, called Thothgald, which spread from the north, down and over the entire world. It split the earth and sundered the Duervan Empire. Thus began the Age of Ice.

Snow blanketed the world and only the most endurable plants and animals survived. Isen, the Titan who froze the seas, fathered the Nordil, the Ice Giants, and they marched upon the Duervar. The Duervar were paralyzed by the terrible cold and were forced to retreat into the earth. The harsh cold grew worse over the centuries that passed and eventually the great glacier descended over most of the world. The ice split the earth and collapsed many of the Duervan Halls. In those dark times the Duervar of different strongholds could barely communicate with one another, and eventually, over mellenia, they began to forget even where all their great halls had once been.

The Duervan Gods battled the Titans as often as they could, but the Ice Age hindered them greatly. Eventually Magmodin, fore-god of the Duervar, came to his brother Vald and asked his aid in battling Isen and the Nordil. Vald agreed and joined Morak, the Duervan war god, who led a great army into the icy reaches of the north where they battled Olginthoth together. In the end the they were victorious, and Olginthoth was frozen into the very ice he had commanded. Isen and the Nordil retreated into the heart of Thothgald, to a place called Nordilheim.

It would be over a millennium before the Ice would recede. Though the Nordil were driven back into the frozen north, the Age of Ice had taken its toll, sundering the Duervan Empire.

THE CHILDREN OF VALD

After defeating the Nordil, Vald began to free the land in the north. He uncovered a great peninsula of earth with tall icy mountains and decided he would populate this land with his own children. He called this land Valderheim. Then Isati, the Elder Goddess of Fate and Destiny, came to him and together they bore their own mortal children on the world, the Valdar. The Valdar were nothing when compared physically to the Nordil, but they were ambitious warriors with both wisdom and courage. They were handsome and imposing. None was more than half the height of a giant, but through their great strength and skill at arms they were a match for any giant.

Isen was greatly angered when he saw the lands that once his people ruled now populated by a race both weaker and smaller than his own. He left his castle and came over the Ice to battle Vald. The fight was long and hard, for Isen brought with him a horde of giants, the Nordil, and there were not many of the Valdar to aid in the battle. In the end Vald was defeated and Isen devoured him. Vald’s vaettr ascended from Nýrjörð into the highest limbs of Askr where it became one with the ljós of Áðreldr. There he found himself before Brúðroðr, the Bright, who praised his glorious death and so gave him new life and crafted for him Áldrhǫll - The Flaming Hall (A.K.A. Heiðrhǫll- the Bright Hall). However, his spirit was bound to Áldrhǫll and could never leave it. ….

«FINISH THIS STORY»

Isen went on to make the Valdar suffer under his foot. However, the Valdar fought back. In time their numbers had grown, and when there were enough, an army of their greatest warriors stood against Isen on the field of battle. They fought long and hard against him and many scores of them died, their spirits joining Vald in the Golden Hall. In the end the Titan Isen was slain and fell to the earth to become a great mountain range, the Isendar. As he died, the remaining heroes drank his blood as wine and became gods themselves, taking the name of the Isenjyr—the Bane of Isen. They drove the last of the Nordil out of Valderheim and across the Eastern Ocean. Then they gave Valderheim to the mortal Valdar and went over the ice to drive the remaining giants and lesser titans out of Nordilheim.

Thus was created the race called the Valdar, and as the millennia passed since they were fathered their blood has thinned. Those born now are not nearly as tall as their ancestors, but are still strong and skilled at war. They also still fight the Nordil to this day, who fled across the western seas to lands unknown and come time and time again to the land of Valderheim to try to retake their homeland.

The Isenjyr

The Isenjyr live in the realm of Nordilheim, a kingdom far to the north at the center of Thothgald, the great glacier. Their great hall is called Isengar. Supposedly there is only one way to reach this realm, and that is to take a long boat through a long and dangerous tunnel that flows under the ice cap in the northern Sea of Aegis. This has supposedly happened only twice in their history.

The Isenjyr are gods of nature, battle and courage. They prize above all things physical prowess, wisdom and mastery of the land and sea.

Eyvindir Skyblade, The Guiding Star (Valdar)
Tharagrim Skyblade, Defender of the Valdar (Valdar)
Bergdis Deathguide, Guardian of the Dead (Valdar)
Hersir Stormcaster, Bringer of Tempests (Valdar)
Aedstrid Goldenhair, The Shield Maiden (Elakyr)
Bjormund Fellspear, Warden of the Woods (Elakyr)
Ebenskald Longstrider, The Lone Walker (Valdar)
Isrod Sunchaser, The Light Bringer (Elkayr)
Jammer Hammerhand, The Iron Forger (Valdar)
Jeron Bloodsword, The Giant Slayer (Valdar)
Lutherik Lightthief, The Light Thief (Valdar)

The Elakyr

The Elakyr are great female warriors, beautiful thin and excellent in skill, who serve the gods. The Elakyr serve as intermediaries between the Isenjyr and the Valdar. They are messengers for the Gods, teachers of Rune Casting, and they are escorts for the souls of the dead. They drive men with valor and courage in battle and take the souls of fallen warriors across the upon the Lights of Lutherik to Nordilheim where they will reside in the halls of Isengar.

The War with the Giants

The glorious war of the Isenjyr over the Giants was in time immemorial, and the centuries have seen the fortunes of the Valdar take a turn for the worse. The Giants took advantage of the Isenjyr’s remoteness to build great war-vessels and exact their vengeance. Countless wars and the unforgiving nature of Valderheim eventually made the Valdar too weak to make true war on the Giants. Since then (and as long as the Valdar are unable to deny them by force of arms), their ancient foes have returned with the coming of Woryk to extract pleasure by raiding their one-time homeland. They also exact a cruel tribute: the heirs of each Thegn of Valderheim. This in turn guarantees a period of strife and war as rival clans fight to determine which warlord will become the new Thegn—since blood lineage has been broken.

The Rógsvell "strife swords"

Thirteen swords were forged by Balderak, the Duervan Forge Master, for the Valdar heroes who would join in the first Titan War. The blades of these swords were forged from a rare ore called rógmálmr (metal of strife), hence they are called The Rógsvell, and were set with legendary Duervan Runes only known by the Duervan Gods.

Malm-hrið "Storm of Metal": The storm sword, what summons lightning even in a blizzard (Sword of Hersir Stormcaster) [+3 Thundering, Shocking Burst & Grounding, runed]
Meiða-morðbáls "Weapon of Battle Fire": The sword what burns with one’s inner rage (Sword of Einarr Bloðorn "Bloodeagle") [+3 Flaming Burst, Igniting & Bloodsong, Runed]
Stór-mannligr Brandr "magnificent blade": The greatest sword ever forged (Sword of Eyvindar Skyblade) [+5 Keen, Titan/Giant Bane, Axiomatic, Runed]
Hvítr-svell "shining sword": The sword that glows with the light of the sun when giants or titans are near (Sword of Isrod Sunchaser) [+3 Glorious & Brilliant Energy, Runed]
Berr-svell "naked sword": The sword that, once drawn, cannot be sheathed until it has killed someone (Sword of Bergdis Deathguide) [+3 Ominous & Defiant, Runed]
Málmr-skálm "Metal Cleaver": The sword that can cut through any metal (Sword of Jammar Hammerhand) [+3 Keen, Mighty Cleaving, Culling & Breaking, Runed]
Feginn-brandr "Joyful blade": The sword that flies from its wielders hand to fight (Sword of Tharagrim Skyblade) [+3 Flying, Runed]
Eldi-stokkr "Blazing brand": The beautiful blade (Sword of Aedstrid Goldenhair) [+3 Flaming, Burning & Dazzling Radiance, Runed]
Víg-skellr "Killing stroke": The sword whose wounds cannot be healed (Sword of Jerron Bloodsword) [+3 Gory & Titan/Giant Bane, Runed]
Skynda-svell "haste making sword": The blade that cannot be seen (Sword of Lutherik Lightthief) [+3 Speed, Deceptive & Concealed, Runed]
Jǫkull-skálm "Glacier Cleaver": The sword of Vald’s great power, The Lost Sword (Sword of Ebenskald Longstrider) [+3 Icy Burst, Quenching & Mimetic, Runed]
Sætta-svell “The Peace Maker”: The unyielding blade (Sword of Fríða Foebinder) [+3 Merciful, Peaceful & Compassionate, & Anchoring, Runed]
Læten-banamaðr "Titan Slayer": The sword to fell the giants (Sword of Bjormund Fellspear) [+3 Stalking, Titan/Giant Bane & Leveraging, Runed]

The Legend of Jeron Bloodsword and the Horn of the Valiant Dead

The Horn of The Valiant Dead is a great relic that was created by Vigna, set with the secret rune of Hedera and blessed by the kiss of Isati. It has the power to bring dead Valdar heroes back to life. It is tied to the destiny and fate of all heroes. Those fated to die but destined to fight the returning titans and giants. One of the Valdar (or perhaps an Isenjyr) is destined to blow the horn.

This is the story of the crafting of the Horn of The Valiant Dead.

Jeron Bloodsword was one of the Isenjyr, a legendary warrior, known for slaying many giants. Hence he was called "The Giant Slayer." He was also a great rune caster, having learned many secret and eldritch runes.

In the early years of the Valdar, when the Isenjr often walked amongst them in Valderheim, Jeron would lead quests to slay giants. On a distant land, upon the shores there many valdar settlements. Giants came from the mountains and raided these villages, killing many Valdar. This was in the time before Shalok, the Destroyer. Jeron swore to avenge his fallen kin. He gathered great warriors from all the Valdar Ätt. They sailed across the sea to these lands and rode into those mountains. They found the Mountain Giants and found they had enslaved the Duervar who lived there. A Titan ruled these Giants and resided deep within the mountains. This Titan desired gold above all else and forced the duervar to mine it for him. They were forced to build him a throne and hall of gold. Jeron and his men saw that the giants lived within a vast mountain that rose before a great valley. He learned from the duervar that within Gyldenhǫll (The Golden Halls of the Gold Titan) there were three great halls, Isenhǫll, the Hall of Giants, where the giants resided, Hoddahǫll - The Hall of Gold, where the Titan kept his treasures and his throne, and the ????hǫll, the Hall of the Mountain King, where the Titan slept. They warned him that the Titan was served by a great serpent that protected the Hall of Gold.

Jeron was no great tactician. His plan was simple. He had his men draw the giants out into the valley to battle. The Hall of Giants was emptied, and so he and his six best warriors entered. They passed through the tunnels into the Hall of Gold, and there they found the a terrible serpent guarding it. Jeron told three men to stay out of the hall and watch for the giants to return. Then he and the other three rushed in to fight the serpent. The serpent quickly swallowed his three men. He could hear them still crying out in pain and death in the creature's gullet. Then it fought him. He struck it many times but his sword did little to wound it and it fought viciously. It sunk its teeth deep into his side and its poison entered him. It swallowed his blood and was overwhelmed with the power it tasted. He was Isenjyr, no simple Valdar, and it desired to devour him became its one thought above all other commands. Realizing the creature would not relent, and that the poison weakened him, Jeron withdrew from the cavern. Returning to the valley he joined in the battle against the giants.

They killed the last of the giants, but most of his men had died in the terrible battle. Jeron had meant to have his men aid him in defeating the serpent but he knew now they could not. Only a handful survived and they were injured and exhausted. The Titan had never even deigned to rise from his slumber in his hall. The serpent emerged from the cavern and pursued Jeron. When he saw it coming he knew he could not linger. When the duervar saw that the serpent was gone and the giants defeated, they escaped their enslavement and fled deeper into the mountains. The Valdar saw them escaping out of the tunnels, but were too far away to join them. Jeron knew they could not remain, so he led them back towards the shore.

The remaining Valdar began the long trek home, but they were ever pursued by the Serpent. When they tried to rest they could hear it coming and were forced to rouse and continue their flight. Then they came upon a great host who blocked their way. They knew they could not defeat them in their weakened and exhausted state. This foe had heard that the mountain giants were defeated and had come to claim their riches. Some stories claim this host were the Skarrels and others say they were Ogres. Jeron told his men to go South, and he alone would continue towards the shore. He told them that the Serpent pursued him alone and he would draw it away from them. So, the Valdar turned South, but none were ever heard from again. Some say that the Skarrels murdered them.

Three Valdar had joined Jeron in his flight, the same three who had survived the battle with the Serpent. No longer dragging injured warriors they could move faster, and the poison in Jeron's system eventually waned and he regained his full strength. Jeron and his men had to get around a large host of enemies and were forced to march through a dark forest. Here they encountered the witch, Vigna. She told him that the serpent still pursued him, but if he came into her cabin the creature could no longer sense him and would lose his trail. So they agreed to enter her home and told her their story. Vigna told Jeron that her sister, Isati, had laid down his Destiny and that he was to kill the great Mountain Titan. She told him, though, that he would need all of his warriors by his side. Jeron grew angry and said that all his greatest warriors but these three had died fighting the Giants. She told him that he would need summon them from Valhǫll, Hall of the Slain (or the Halls of the Dead), where they waited for the Final Battle against the Titans. She then told him how she could make him a great horn that, when sounded, would bring back all the great fallen Valdar warriors to fight for him. To make this, though, she would need the horn of the Bull of the night who runs upon the southern horizon, a masterwork silver mouthpiece that has been touched by the lips of Isati, the goddess of destiny, and it must be etched with a secret rune that can only be found on a rune stone carried in the pouch of Hedera, her sister, the goddess of fate and death. Jeron agreed to bring her these three things and so they left and continued their journey. So it was that they escaped the great serpent and made it to the shores. Jeron swore he would some day return and slay the serpent.

Upon returning to Valdarheim Jeron began to seek a means to forge the horn. There are stories about how Jeron wrangled the Bull from the stars and took one of its horns, how he sought out the greatest craftsman of the Valdar to make the silver mouth-piece, and how he switched it with the mouthpiece in the Horn of Dawn, which Isati blows into each year to herald the first sun rise of the year, after the long night. The greatest of these tales, though, is how he went to Hedera and convinced her to caste the stones of fate to show him how he would die, and that in doing so he also memorized all the runes, for he himself was a great rune caster. It is not known what Hedera's foretelling was, for Jeron never revealed this.

Jeron was accompanied by his three companions when he brought these items to Vigna in her forest and she enchanted them with a great power, and thus was crafted the Horn of The Valiant Dead. She told him to not blow the horn until he had defeated the serpent. He asked how he could defeat the serpent. She told him the Serpent is of the brood of Sirithia, and as such only the Duervar know the secret to craft weapons to slay such a beast. Jeron and his companions sought out the Duervar they had saved and when they found them them, they repaid him for saving them by giving Jeron a rune-stone to set upon his blade that would give it the power to kill the serpent. Jeron learned the rune and so he also set it upon the weapons of his companions. They then set out to face the serpent.

Upon entering the Hall of Gold, the Titan was still nowhere to be seen. The Serpent, though, had sensed Jeron's approach and waited in hiding. As he entered the cavern it struck and sunk its teeth into his side once again. Jeron was again poisoned, and fell, sorely wounded. Jeron's allies lunged in to strike. His shield bearer defended him as the spear bearer pierced the serpent's side. The serpent, now realizing it faced foes who could truly hurt it lashed out with all its might. It felled the spearman with a mighty bite. Then the berserker, seeing his brother fall, raged against the beast, his axe cleaving its sides. The serpent withdrew and turned back, striking the berserker. The berserker did not feel the poison seeping into his system and fought long and hard against the serpent, until finally he was overtaken by his wounds and fell dead. The serpent then turned finally upon Jeron. Jeron's shield bearer stood to defend him, but Jeron had now regained his strength. He rose and pushed his Shield Bearer aside, telling him to stand back. He told him that should he fall, the shieldbearer must return and tell his story. Jeron fought the serpent with all the might he had. He wounded it terribly, and the serpent wounded him terribly. The poison coursed quickly through his veins, but being an Isenjyr he was able to fight on. In the end both Jeron and the serpent lay suffering from their wounds. Neither had won or lost the battle. Jeron fell upon the golden throne and lay there, weakened from the poison. The serpent fled into its cave, bleeding profusely, and seeking to recover from its wounds.

The Shieldbearer dared to enter the cave and saw his fallen comrades. He came upon Jeron and saw his lord's wounds and thought him dying. Jeron told him to leave him there upon the golden throne. He knew he would not die, but the poison would prevent him from recovering quickly. The serpent would return, and devour them both before they could escape. He knew his shieldbearer could not slay the beast, and told him to return to his people with the horn and tell them the story of what happened. The Shieldbearer did as he was commanded. He laid Jeron there, and laid his companions upon the great chests that held the Titan's gold. He then took the horn and went to leave, but just then the serpent emerged from its cavern. It struck Jeron again, its poison sending him into a deep torpor, and the serpent then pursued the shieldbearer.
The Shieldbearer emerged from the cavern and sought to escape the serpent. He was in awe to see that there was now a great tree that had sprung from the top of the mountain. Three women stood at its base and a stream sprung from beneath its roots. He knew then that he faced the goddesses Hedera (Fate), Isati (Destiny) and Vigna (Free Will). He thought he must be fated to die here so he turned to face the serpent as it emerged from the cavern behind him. But, Hedera came to him and told him it was not his fate to die here. If he returned to her the horn that bore her secret rune she would save him. Isati told him he was destined to live a long life and have many children, and be a great Jarl. But Vigna came to him and told him the choice was his. He could return the horn and so be granted the destiny Isati promised, or he could keep the horn, and fight the Serpent. And, if he succeeded, he would be an even greater legend.

The shieldbearer decided to face the Serpent. He had taken up his comrade's spear and he fought against the serpent, but it was powerful and drove him back over and over. It's bite poisoned him and he was soon too weak to fight. He fled the serpent, climbing the tree to escape it. Higher and higher he climbed, seeking to escape his foe, but the poison did its work and he lost his strength. He tried to pull out the horn to call his allies but he lost his grip and fell to the earth below. The horn was left hanging, tangled in the limbs of the great tree. He lay upon the earth, broken from the fall and dying from the poison as the serpent approached him. But Isati stepped before the Serpent and it could not take its prize. Hedera stood beside the shieldbearer and told him that though he had tried to alter his destiny, he was not fated to die here. They commanded the serpent to return to its cavern. Hedera then cursed Jeron, as punishment for stealing her rune. He would not die, but instead each day the serpent would poison him and feed upon him, and each night he would return to life but the poison would keep him weakened and unable to rise. And so it would be until the day the horn was sounded. Then he would rise again and would finally face the Titan, as he was destined.

The Shieldbearer was then allowed to drink from the spring and thus healed of his injuries. He was told to return to his people and fulfill his Destiny. He asked what would become of Jeron. They told him of the curse and that the duervar had taken up the bodies of the fallen Valdar who had died fighting the giants and would lay them to rest in the Hall of the Giants, and thereafter would be called Valhǫll - Hall of the Slain. Jeron, and his closest companions, would remain within the Hoddahǫll - The Hall of Gold in Gyldenhǫll, The Golden Hall, and Jerron would suffer his curse until such time as the Titans arose and the Horn of The Valiant Dead would be blown. He asked then about the horn, and was told it would remain where it hung, in the limbs of the great tree. In time the one destined to find it would do so and when the time arrived, the horn would be sounded. The Mountain Titan, they explained, slept and would not awaken until the Time of the Titans return.

The Shieldbearer then made the long journey home, and he did live to be very old and he became a great Jarl and he had many sons and daughters. The tale he told would spread throughout all Valdarheim. The legend of Jeron Bloodsword, of the Horn of The Valiant Dead, and the Serpent would pass through the generations and much would be lost and changed in the telling.

(Note: The characters of Hyggiandiáðr and Brúðroðr replace Aminus, Bhaal'Kargath and Ish'Tamarah in the creation mythos. They seem to be similar to the story, though in this telling there is no Aminus, and these two beings aren't attributed as light and darkness but rather a loving married couple who create the universe together. Theologists often wonder if there could be some deeper truth here. Did Aminus create Bhaal'Kargath and Ish'Tamarah to be a couple who would create the universe together? In this story they are the parents of the other Primals/Elder Gods, but it is just as possible that the others were created after them and hence just younger gods who served them).

Isati & Vald conceived the third generation, The Valdar, who included Njörðr, Koril, & Naglfar

There are myths about the other gods and races but they are almost all wrong and there are many confused and contradictory myths.

Thus were born the fjórirheim four worlds

Eldrvættr fire spirits of Eldrheim
Vindrvættr air spirits of Vindrheim
Isenvættr ice and water spirits of Isenheim
Myrkrvættr darkness spirits of Myrkrheim
Ljósvættr light spirits of Ljósheirm
Jörðaetter earth spirits of Nýrjörðheim
mýrr

These were the four Elder Titans, beings granted nearly total control over the primal aspects of their element: Galur, Elder Titan of the Constant Earth; Amal, Elder Titan of the Everburning Fires; Ciel, Elder Titan of the Rampaging Air; and Morda, Elder Titan of the Flowing Waters.

THE VALDAR

Priests and Lore Keepers

The priests of the Isenjyr are considered Rune Casters. They keep a written history of their people and etch the commands and philosophies of the Isenjyr on stone. The priests are independent of the Thegns. They support them, but they answer only to the Isenjyr. Rune Casters learn their runes from other rune casters, but also from Elakyr. When a Rune Caster seeks to learn a rune not known by another rune caster or there simply isn't another Rune Caster around who knows the secret, they turn to prayer and supplication. They offer burnt offerings to the Isenjyr and pray for them to give knowledge. At that time The Isenjyr send an Elakyr to pass on that knowledge

Skalds keep an oral history through storytelling and songs. Every Thegn, their rulers, has at least one Skald.

Valdar Titles

Koning (also Kyng or Konungr): A Yarl who rules over other Yarls. Kyngs are a rare occurrence among the Valdar. They either attain rank by force or by vote.
Yarl (alos Jarl): The ruler of an Ätt. These are men, or sometimes women, who are usually chosen by the Thegns of each Æthele to rule the Ätt.
Thegn: Literally means Servant. These men are the father figures of each Æthele. They are usually the oldest, battle capable male leader.
Ætheling: The members of an Æthele, or family, under a single Thegn. These are usually a grandfather or grandmother and all their sons, daughters, grandchildren and their spouses if they have not grown powerful enough to become their own Æthele.

__The Æthele __
The Aethele is the members of a family, or Ætheling. The family line of descent from an individual who rose to great glory and hence founded the family line. They could be a bloodline known to be of the Isenjyr or descended of some great warrior or Thegn of the Valdar. Land, in Valdarheim, is not owned, but rather "held". The Ätt try to hold the land of their forefathers. When new land is "held", sometimes a new Ätt will rise. Thus, one could be descended from many Æthele. Each Æthele is ruled by its Thegn. Thegn literally means Servant. These men are the father figures of each Æthele. They are usually the oldest, battle capable male leader. Though sometimes they are female. The Ætheling are the grandfather and grandmother of Æthele and all their sons, daughters, grandchildren and their spouses if they have not grown powerful enough to become their own Æthele. It is the duty of the Æthele to avenge their brethren. It is the command of the Isenjyr that they do so. If one fails to avenge their brethen who have died unjustly or were murdered without valor, then they may suffer a blood-line curse. Some Æthele will unite in common cause, and a blood oath may be made, binding the bloodlines so that they can avenge each other. This is called a Sippe. This usually happens when the two Æthele become too weak alone to avenge their brethren. This may sometimes lead to the formation of a new Ätt, a permanent mergning of two or more Ätt under a single ruler, called a Yarl.

The Ätt
The Ätt are the "clans" of the Valdar. Each Ätt (or ætt ) is ruled by a Yarl, who is the Thegn of the most powerful of the Æthele in the Ätt. Generally the name of the Ätt is given as the name of the ancester of that Æthele with -ung or -ing added. Hence Shandell Redtooth's Ätt are called the Shandelling. There are many other. They are not specifically patralinial, either. The ancestor could just as easily have been a woman, though it is less common. When Ätt join together in common cause they select a Koning or Kyng to rule over them. Not since Shandell Redtooth has a Kyng ruled over all the Ätt. And, what few Kyngs there are only hold power so long as the Yarls and Thegns do not revolt against his rule.

The Yarls
A Yarl is the man or woman with the strength and followers to hold the land of their people. This will include all of their Ätt and sometimes the peoples of other small Ätt. The Yarls pass their rulership on to their first born, but it isn't guaranteed. The people must accept this rule, and often it is challenged, at least in ritual. New Yarls take their place of authority through bloodshed, and hold it through threat of bloodshed. Great Yarls may hold the loyalty of their people by being a good leader, bringing in great pillaging, or even having plentiful fishing and farming, but anyone can challenge the Yarl's authority.

The Valdar are a proud race and their Yarls even of greater pride. There are many Ätt but they are not united as a people. When a Yarl can unite a few of the Ätt they are called a Koning or Kyng. No Yarl has been able to unite all of the Ätt since the time of Shandell Redtooth. Kyngs come to power by their strength in both battle and by force of personality. They are measured by their heroic achievements, not just in battle with each other, but against giants, monsters and the forces of nature. No one Kyng or Yarl in centuries has stood enough apart from the rest to inspire the entirety of the Valdar and bring under his domain the rest of the Kyngs. Without such a leader, the other Yarls would never stoop so low as to simply fall under one of their rivals. Legend says one day, though, The Great Kyng will unite all the Ätt and prepare them to fight in the final war with the Titans.

The Blood Tribute
Every 80 years the Giants return to demand their Blood Tribute. This is their price for peace. The Giants demand the blood of 10 Yarls, as there were 10 at the time the last war ended. The Yarl of each of the most powerful Ätt are expected to give up their lives for their people. It is considered a valorous death. No one knows exactly how the Giants know when to come, and it isn't always exactly 80 years, but it is usually close to that. The rising Yarls are usually not told of their fate until they are about to take rulership of their people. Few have tried to defy their destiny but never successfully. The Giants always get their 10 tributes. Rarely a great Yarl will refuse to give up his life, and when this has happened he has been overthrown and he has either been given anyways or, if dead, his heir is given as tribute. Then a new Thegn is chosen. Worse, though, lesser Aethele are often the victim of the raids of more powerful Yarls, who seek to capture the Thegns of these lesser Aethele in their Ätt and give them up a sacrifices. There have only been a couple incidences where a false Aetheling was presented. If the gitants discovered this, they would then begin raiding the Valdar lands until the proper tributes were presented. No Thegn has been able to unite all the Ätt since the time of Shandell Redtooth. Thus, the Valdar are unable to amass a host that can defy the Giant Lords from across the seas. Though many have held long standing truces and allegiances, they do not unite in common cause even against a foe so hated as the Giants.

Why haven't the Isenjyr challenged these giants? In ages past the Isenjyr often came down from Isengar and walked the lands of Valdarheim, and in those ages the Giants were driven out. Before they left, Eyvindir held a contest among all of the Thegns of all the Aethele. Those who won would attain the title of Yarl, and all the Aethele would fall under them to form the ten Ätt. When the Isenjyr left, Eyvindir gave the Yarls a command. No one knows what he told them, but when the giants returned ages later the people were not prepared and the Isenjyr either could not or would not aid them. The oracles, who supposedly know the fates of men and hear the voice of Isati, say that the Elder Goddess demands that each of her children face their own fate and and find their own destiny without divine intervention. The Isenjyr, are bound by this. Some believe that Eyvindir's last command to the Yarls was a secret lore that would call them out of Nordilheim, but not until the Att overcome their giant opressors. The Skalds claim that this secret lore is passed through their greatest storytellers and only they have the knowledge to summon the Isenjyr. They tell of the Legend of the Horn of The Valiant Dead and say that only the Skalds know how to use it. Whatever the reason, the Isenjyr will not fight the Valdars’ battles for them. Hence, until their mortal followers find one amongst them who can unite the Valdar against the Giants, they will continue to suffer.

The Yarl's Challenge
When one wishes to challenge the Yarl they must come with their own iron, their own wood, and their own might. The Yarl can choose up to four of his Thegns to fight with him. The challenger must find an equal number of Thegns who will fight on his side. If he cannot, he cannot make the challenged. Each challenger cannot bring to the challenge any possession they gained through service to the current Yarl. Hence, if they obtained a weapon, shield or armor through a raid conducted under the dominion of this Yarl, they cannot bring that time with them into the fight. It was earned by the might of the current Yarl. Because of this, family heirlooms become very important. The death of the current Yarl is not necessary to win the challenge. The Yarl must concede victory to the challenger. The death of the challenger is not required either. It is the victor's choice if the loser will die or not. Sometimes it is considered necessary as a blood sacrifice to the Isenjyr. This is usually only called for when the Ätt is suffering and need the blessings of the Isenjyr.

Prophecies Of The Spear The Horn And The Crown

The Horn of the Valiant Dead
Supposedly when this horn is sounded the dead warriors in the afterlife will return to battle the Giants. The Valdar believe they must live lives of war and those who are the greatest will die and go to an afterlife where they continue to hone their skills, waiting for the day they will return to fight the giants. The prophecy says two great races shall seek the Horn, the Valdar and the Skarrells, but that only one of the two shall survive, to sound the Horn at the Last Battle. The Valdar believe the horn is somewhere in Old Camus or in the Ogre Kingdoms. They often raid the Skarrellands seeking it, and some have travelled into the Ogre Kingdoms seeking it.

Giant's Bane, The Spear of Vald
Another set of prophecies speak of an ancient spear. The mythical spear in question belonged to Vald, who was slain by Isen, and then Isen was slain by the children of Vald who consumed the blood of Isen (which was as ice water) and became the Isenjyr, the gods of the Valdar. No record states what happened to the spear, but there is a myth of Kalrik, god of the Skarrells, slaying an Ice Giant later who had a mighty spear and supposedly he wielded it against giants for some time. He lost the spear when his brother, Torik, challenged him to a contest. They were seeing who could throw their spear the furthest. Kalrik threw first and his spear fell to the earth far below and he never found it again. Torik threw second and his spear was lightning and it went far and could not be lost. The spear of Kalrik is somewhere in Old Camus and many heroes, both Skarrell and Valdar, are seeking it. The Valdar believe it is the Spear of Vald.

The Great Kyng
The Valdar have a prophecy that whoever sounds the Horn of the Valiant Dead will become the Great Kyng who will unite all of the Ätt and lead them into the last battle with the Giants.

Vigna
Gulatak wandered the icy wastes alone in his rage, growing more powerful in his skill. Still, though, he did not learn fast enough. In his anger he cried out for the creator of all to grant him the power to usurp his father. It was Aibhistear, though, that answered him, in the form of Vigna.

Vigna was the first daughter of Vald and Isati, first of the Valdar. Unlike her brother she had not joined in the war against the giants. Instead she had spent her time learning the ways of the natural world, and using her divine gifts to descry the dark secrets of the universe. Vigna was told by Aibhistear to go to Gulatak and become his. She set out to find him and Gulatak encountered her at a black lake on the border of a dark forest and the great tundra. She immediatley sensed his power and a lust grew in her for him, so she offered herself to him, telling him who she was and that she could give him powerful children, an army of giants gifted with his power of sorcery.

So it was that Gulatak fathered the Ogres through Vigna, but they were not giants. At first he shunned their children. They were much smaller than Giants and not nearly as strong, and they were very dim witted. He thought to destroy them all and start anew, but then amongst them was born a few very different than the rest. They were just as strong as their brethren but much more intelligent. What more they displayed a natural talent for sorcery, something that Gulatak himself excelled at. He called them the Ogrek, or Ogre Kings, and they ruled over the Ogres. They mated with the Ogres and though their offspring were just like other Ogres, eventually more were Ogrek were born from their lines, intelligent and gifted with sorcery. The Ogrek ruled over the Ogres, who submitted to them without question.

The Troell
The Troell are the children of Vigna, Goddess of Volition, and Elgar, the undoer.

Other Races

The Dwarves
The Dwarves were created by Meginformaðr, the Might War-Chief.

The Giants
The Giants were created by Elgar

The Ogres
The Ogres are the children of Vigna, Goddess of Volition, and Gulatak, a son of Elgar

The Gnomes
The Gnomes are the children of Glóivinr and Aralyn, a daughter of Álfmóðir.

https://www.vikingsofbjornstad.com/Old_Norse_Dictionary_E2N.shtm

Words:
duel, single combat (n) einvigi
duke; commander (m) hertogi
drunk (excessively drunk) ofrǫlvi
drunk (on ale) ǫlr
drunkard ǫlfuss
bodyguard of a king or earl; court; the king's men, retainers (f) hirð

drowsiness, sleep hǫfgi

dwarf; fibula (m) dvergr
dwelling, abode, dwelling, settlement (f) bygð
heaven, sky (m) himinn
glacier; ice; icicle (m) jǫkull
Gjallarhorn, Yelling Horn, the horn blown by the god Heimdall to announce the beginning of Ragnarok Gjallarhorn
ice breaking; við ísa-brot - when the ice broke up (in the spring) (n) ísabrot
icicle, ice (m) íss
sword of ice, the gleaming sword fetils svell

sword hjǫrr
sword (m) hjálmrǫðull
sword (n) sverð
sword (short sword), cleaver (f) skálm
sword age (the age of the sword) (f) skálm-ǫld
sword components; efra hjaltit - pommel of the sword; fremra hjaltit - sword guard; (n) hjalt
sword of ice, the gleaming sword fetils svell
sword point (m) blóð-refill
sword reach, striking distance (n) hǫgg-fœri
sword with golden hilt (m) gullin-hjalti
sword; mækis á - stream of swords, advance of those carrying swords or blood (m) mækir
sword-play (m) hjǫrleikr
sword's edge (f) sverðsegg

bridge; causeway built over swampy ground (f) brú
bridge; gangway; pier; landing-stage (f) bryggja

earth, surface of the earth; ground, bottom; broad surface grund
earth, world (f) fold
earth, world; ground, soil; land (f) jörð, jǫrð
earth, world; region; heima í millim, í milli heims ok heljar - between life and death (m) heimr
earthly; worldly jarðligr

giant iæten (‡) = jǫtunn
giant iǫtunn
giant (m) jǫtunn
giant, ogre (m) þurs
giantess (f) gýgr
giantess, ogress (n) flagð
giantess, witch, 'she who dwells in the wood' íviðia
giant-like (like a giant) (adj) þurs-ligr
giants' homeland (m pl) Jötunheimr

ghost, undead man (m) haugbúi
ghost, 'undead man'; tree-trunk (m) draugr

fatal wound, mortal wound, death (n) banasár
fate (dire fate), weird; one of the three Norns; undoing, ruin (n); fates, powers of fate (n pl) urðr
fate (preordained fate); stab, thrust; position, stratum, layer; lay, order, disposition; í verra lagi - among the worst (n) lag
fate; lot; part; mestr hluti - most of (m) hluti
fated (v) auðit
fated to die, doomed, about to die; dead (adj) feigr
fated; expect, look for, intend (to do), purpose, mean; think, consider (to be); ætla til - count upon, believe; ætla til fundar við - intend to meet one; ætlask fyrir - intend (v) ætla
fateful, (impers.) fall out by fate auðna (að)
fateless (i.e. on whom fate has not yet been imposed) (adj) ørlǫglauss
fates, powers of fate (pl); weird, (dire) fate; one of the three Norns; undoing, ruin (n) urðr

control, power (n) vald
black art, magic, sorcery (f) fjölkyngi

North Norðri
north (the north) (f) norðr-ætt

blood, 'sea of the body' (m) ná-sær
blood, 'stream of the body' (m) ná-vimr

bay, creek; sea; wave (m) vágr

battlefield (field of battle) (m) wēt-wangR (‡)
battlefield (m) vígvöllr
battlefield, scene of action (n) vættfang

bog, fen (n) fen
bog, moor, swamp; más mýrr - sea, 'mew's moor' (f) myrr, mýrr

cold (adj) kaldr
cold, cool (adj) svalr

expanse of the earth; Ondils jarmun-grund - the sea (f) jarmun-grund

sea harr
sea (m) sær
sea (m) sand-himinn
sea (m) víðir
sea (n) ver
sea, inlet of the sea; lake sær (sævar)
sea, 'stall of the seagull' (m) mástallr
sea, the high sea; vestr um haf - westwards over the sea (n) haf
sea, water logr
sea; fyrir ofan sjó - above the waterline (m) sjór
sea; horse, steed (m) marr
sea; Óðins æ - poetry, poem (m) ægir
sea; wave; bay, creek (m) vágr
sea-bird; swan (m) svanr
sea-captain, 'Oðin of the chariot (of the sea)' (m) ræið-Wiðurr (‡)
seafarer, seaman, sailor, merchant, trader (m) farmaðr
seafarers, Vikings (m pl) flotnar
seagull, gull; mew (m) már, mór

god (m); Æsir- one of the two major groups of gods (m pl) áss
goddess (f) ásynja
goddess of the skis, skiing goddess (f) ǫndur-dis
goddess, known only as the mother of Loki (f) Laufey
gods (m pl) tivar
gods of battle; warrior gods (m pl) val-tivar
gods, powers, rulers (n pl) regin
going berserk, fury of a berserker (m) berserksgangr

elder, older (adj) ellri
eldest, oldest (adj) el(l)ztr (also ellstr)

Anar Ánarr
ancestors (m pl) for-eldra (‡)
ancestors, forefathers (through the father's line) (m pl) langfeðgar

snake gargan
snake, serpent, worm; eitr ormr - poisonous serpent (m) ormr
Snake-in-the-Eye (nickname) (n) ormr-í-auga

green in the winter vetr-grœnn

halftroll halftroll

hall, house consisting of one room; (m) (a complex) dwelling; ground (m pl) salr
hall, main hall, sleeping-hall; shed (m) skáli
hall; há foldar hǫll - the high hall of the world, the heavens (f) höll, hǫll

hallow, consecrate; lay a spell on (v) vígja (ð)

horseman, 'horse-tree'; vágaviggruðr, ruðrvágviggs - seafarer, 'tree (man, rider) of the steed of the waves' (m) vígg-ruðr
horseman, rider (m) riddari
horse, steed; sea (m) marr
horse; mare (n) hross

horror, phantom (n) skrípi

Klokone = comes from De Kloka, https://en.wikipedia.org/wiki/Cunning_folk#:~:text=In%20Scandinavia%20the%20klok%20gumma,magic%20such%20as%20magic%20rhymes.

limbs, branches (f pl) limar

lineage; descendants (f) kyn-kvísl

progeny, family line kynslóð

direction, point of compass, region; family, line, lineage, stock, tribe, descent, race; ancestry; í æ Vǫlsunga - like the race of the Volsungs (f) ætt

direction; road, way; journey; glory, honor; side; dimension; mode, manner; þann veg - thus, so, in that way; annan veg - otherwise; einn veg - in the same way; þan wegin (‡) - in the same way (m) vegr, vægher (‡)

earliest, first, foremost (adj) fyrstr
í æ fyrstrfólk

creature, being; supernatural being, spirit (f) vættr

create, make; pronounce, impose, decree (v) skepia (skóp, skapða)

folk, people, men; troop, host of warriors; (poetic) battle; miþ fulki (‡) - with human victims (n) fólk, folk
creator skapari

boy, lad, servant; page (m) sveinn

boy, young man; man; son; (m); kindred (m pl) mögr, mǫgr
boy; man; warrior; hero (m) seggr

close; finish, end; use up; shut; lúka aptr - close; lúka fyrir sér, lúka upp - open; skal yfir lúka með oss - our dealings shall now be ended; áðr lúki - before the case is ended; lauk - it has been ended (v) lúka

cloth, stuff; mailcoat (n) skrúð

Vedrfolnir, the hawk which sits between the eyes of the eagle atop Yggdrasill (m) Veðrfölnir

Varangian, the name of the Norse warriors who served as bodyguards to the emperors of Constantinople in the Varangian Guard (m) Væringi

vault (n) hwalf (‡)

vehemence; heat (m) ákafi
vehement, fierce (adj) ákafr
vehement; frantic; furious; enraged; raving, frenzied, raging, mad with fear (adj) ódr
vehemently, exceedingly, very, impetuously (adv) ákafliga
vehicle; wagon (m) vagn
Veig, Liquor Veigr
vengeance (f) hefnd
venture, risk, stake; cease (v) hætta
venture; hit, hurt, dare; belt við - committed against; bellendr - those who take part in (v) bella

very wise, sagacious, wise (of a woman) (adj) alsnotr

vex (v) réa
vex, grieve (v) harma
victorious (adj) sigrsæll
victory (m) sigr (rs)
vigil (f) vaka
vigorous, hardy (adj) knáligr
vigorous, sturdy, brave (adj) röskr
vigorously, hardily (adv) knáliga

THE CHILDREN OF VALD [OLD VERSION]
After defeating the Nordil, Vald began to free the land in the north. He uncovered a great peninsula of earth with tall icy mountains and decided he would populate this land with his own children. He called this land Valderheim. He came to Isati, the Elder Goddess of Fate and Destiny, and together they bore two children; Njörðr and Vigna. These were the first of many children called the Valdar. The Valdar were nothing when compared physically to the Nordil, but they had divine power and were ambitious warriors, with both wisdom and courage. They were handsome and imposing. None was more than half the height of a giant, but through their great strength and skill at arms they were a match for any giant. Isen was greatly angered when he saw the lands that once his people ruled now populated by a race both weaker and smaller than his own. He left his castle and came over the Ice to battle Vald. The fight was long and hard, for Isen brought with him a horde of giants and there were not many of the Valdar to aid in the battle. In the end Vald was defeated and Isen devoured him. Vald’s spirit ascended from the Mortal Realm into the Eternal Realm called ??? and there his spirits resides in his Golden Hall.

Isen went on to make the Valdar suffer under his foot. However, the Valdar fought back, led by Njörðr. In time their numbers had grown, and when there were enough, an army of their greatest warriors stood against Isen on the field of battle. They fought long and hard against him and many scores of them died, their spirits joining Vald in the Golden Hall. In the end the Titan Isen was slain and fell to the earth to become a great mountain range, the Isendar. As he died, the remaining heroes drank his blood as wine and became gods themselves, taking the name of the Isenjyr—the Bane of Isen (See the Isenjyr Pantheon for their specific names and stories). It is said that only Njörðr passed the bowl, refusing to drink of the Titan's blood, calling it "uwise". He is said to have then left Valderheim and gone on to other lands. The Isenjyr drove the last of the Nordil out of Valderheim and across the Eastern Ocean. Then they gave the land to the mortal Valdar and went over the ice to drive the remaining giants and lesser titans out of Nordilheim, where they finally resided.

Thus was created the race called the Valdar, and though as the millennia have passed their blood has thinned, they are still greater in power than most mortal races. Those born now are not nearly as tall as their ancestors, but are still strong and skilled at war. They also still fight the Nordil to this day, who fled across the western seas to lands unknown and come time and time again to the land of Valderheim to try to retake their homeland.

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